Rules of Play
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1 RULES OF PLAY TABLE OF CONTENTS 1. Background ......................................................... 2 Advanced Rules ........................................................... 10 2. Components ........................................................ 2 11. Retreating from Battle ......................................... 10 3. Sequence of Play ................................................. 3 12. Fighters ............................................................... 10 4. The Impulse Display and Initiative ..................... 4 13. Missiles ............................................................... 11 5. Ships .................................................................... 4 14. Bases ................................................................... 12 6. Power .................................................................. 6 15. The Big Guns ...................................................... 12 7. Movement and Turning ....................................... 7 16. Docking and Landing .......................................... 13 8. Firing ................................................................... 8 17. Terrain ................................................................. 13 9. The Power Phase ................................................. 9 18. Black Holes ......................................................... 15 10. Batteries and Afterburners .................................. 10 19. Worm Holes ........................................................ 15 Designer Notes ............................................................. 15 © 2015 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com © 2015 GMT Games, LLC 2 1. BACKGROUND 2. COMPONENTS Long hampered by cost and beset by international problems, real 2.1 Component List space exploration did not seem possible for humanity. Amazing A complete game of Talon includes the following: technological breakthroughs would change all of that in the year 2112. The invention of the Near Faster Than Light (NFTL) drive • 1 and a half mounted mapboards would make it possible for large ships to move easily in and out of • 3 sheets of ship and planet counters a planet’s gravity well, and to travel quickly within the confines of • 1 half-sheet of information markers a solar system. Ten years later, the perfecting of Faster Than Light • 1 Impulse/Round Display (FTL) drive would turn the galaxy into an open canvas. United by • 1 Empire War Map Display a common purpose, the newly formed Terran Confederation began • 2 identical Player Aid Cards to paint their picture. • 1 pad of Fleet Logsheets • 2 dry erase markers Expansion led to colonies, research stations, and even more techno- • This rule booklet logical discoveries, but it also led to the realization that they were • 1 Play Book not alone. Although no sentient alien species had been encountered, • Two 6-sided dice long range scanners had picked up the distinctive signatures of FTL drives. Sentient races must exist… and they must be space faring. 2.2 Board Terran expansion stopped. The game includes a single mounted board and a smaller extension board that is used to expand the board as necessary. Not knowing what to expect, a period of consolidation followed which emphasized defensive technologies and fleet building. First 2.3 Ship Counters contact was made by the people of Earth with this unknown race in 2227. Over time, they would eventually call these other-worlders The ships in the game are represented by large hexagonal counters. the Talon. It was a shortening of the alien sounds that made up their The ships with a blue background belong to the Terran Confedera- name but it was also oddly prophetic—the Talon Empire swooped tion; the ships with a red background belong to the Talon Empire. in very much like a raptor upon the fledgling Terran Confederation. 2.4 The Impulse Track Keep track of the current round and Impulse with the Impulse Track. This display is explained in full in section 4. Abbreviations and acronyms —The following abbreviations and acronyms are used in these rules: 2.5 The Empire War Map Display AP = Available Power Used in Empire War mode, see Play Book (section 15). FTL = Faster Than Light 2.6 The Player Aid Cards NFTL = Near Faster Than Light Two identical player aid cards are provided that contain important BB, CA, FTR, etc. = see Hull Designations (5.2) ship information and firing tables. Forward Shields (5.3.2) Fire Arc of Weapons Group (5.3.1) Ship Class (5.2) and Name Individual Weapons in a Group (2.10) Charge Bar (4 yellow and 1 red, 8.1) Right-side Shields (5.3.2) Write ship’s Power here (5.4.2) Write ship’s Turn Radius here (5.4.2) Write ship’s Speed here (5.4.2) Afterburner (10.2) Hull Box (8.4.1) Power Modifier (8.4.2) Rear Shields Critical Hull Box (8.4.3) The Talon BC has 3 Weapon Groups. It has a Missile weapon group Disruptor Weapon Group on the left has 1 Red box and 4 Yellow with 3 Missile launchers and 2 Red boxes in the charge bar, a single boxes in its Charge Bar. The Disruptor Weapon Group on the right Disruptor Weapon group that only has a forward firing arc, and a has 1 Red box and 2 Yellow boxes in its Charge Bar. This Talon double Disruptor Weapon Group that may fire forward, left or right, ship has 2 Afterburners and 2 Critical Hull Boxes. as indicated by the white arrows around the Weapon icons. The © 2015 GMT Games, LLC 3 2.7 Fleet Log Sheets 3. SEQUENCE OF PLAY A pad of log sheets are included, however, these are not required to play the game. This game is best played writing information directly 3.1 Rounds, Impulses, and Turns on the ship counters. Talon is played in a series of Rounds. A Round is composed of six Impulses (A through F) plus the Power Phase. An Impulse is com- 2.8 Dry Erase posed of two Turns—the Initiative Player’s Turn and the Second A dry erase marker is included in the game box to mark things on the Player’s Turn. All this is tracked on the Impulse Display (4.0) with large, laminated ship counters. Do not use a non-dry erase marker the Initiative and Round markers (4.1). on the counters. For erasing use a cotton swab. 3.2 Sequence of Play Outline 2.9 Informational Markers Impulse A Initiative Player Turn 1 1 • Remove any of his Shield Reinforcement markers that expire this Impulse. • Use any/all AP for each of his ships that receive AP this Impulse, Turn Side Slip Shield Missile Damaged in any order. Radius (7.3.2) Reinf. (13.0) Missile • Move all of his ships that must move this Impulse, in any order. (7.2.2) (6.2) (13.6) • May fire any/all ships that have a fully charged Weapon Group. • May attempt to Repair any ships with Critical Damage (See Damage and Criticals). Second Player Turn Round Talon Terran Change Defend The Second Player Turn is identical to the Initiative Player Turn (3.1) Initiative Initiative Initiative Initiative except replace the term Initiative Player with Second Player. (4.1) (4.1) (4.2) (4.2) At the end of each Impuse check to see if the Initiative has changed. Critical Damage markers: These occur in a Critical Hit (8.5). Impulse B-F Impulses B through F are conducted in the same manner as Impulse A except different ships may have AP or movement. Shields Helm Power –1 Turn +1 Power Power Phase Down Down Loss Initiative Player’s Power Phase Scenario Markers: Used in special scenarios only: • Charge one Red Box per Weapon Group or Passively Charge Yellow Boxes (see Power Phase [6.0]) on all ships. • Every Ship’s Power Curve may be adjusted up or down by 1 step. 1 Second Player’s Power Phase Talon Terran Objective Jury Rig Jury Rig Identical to the Initiative Player’s Power Phase except now the Sec- Front Line Front Line Marker Up Down ond Player can charge boxes and adjust Power Curves on his ships. 2.10 Weapon Types Reinforcement Phase Some scenarios allow reinforcements to arrive in mid-battle. • Initiative Player—Deploy reinforcements as per scenario Fusion Cannon Wave Motion Gun description • Second Player—Deploy reinforcements as per scenario description Missiles Anti-Matter Torpedo Retreat Phase It may be necessary or wise to retreat ships during battle. Phaser Disruptor • Initiative Player—Eligible ships may jump to FTL • Second Player—Eligible ships may jump to FTL Start a new Round with Impulse A and advance the Round marker. © 2015 GMT Games, LLC 4 4. THE IMPULSE DISPLAY Procedure: • Each ship that spends AP on the Initiative should be marked with AND INITIATIVE either a Change Initiative or Defend Initiative marker. 4.1 THE IMPULSE DISPLAY • At the end of an Impulse, if there are more Change Initiative The Impulse Display tracks the current Impulse and informs players markers on ships than Defend Initiative markers, the player who when AP is available or when ships must move. placed the Change Initiative markers may change the Initiative Player by flipping the Initiative marker. The new Initiative Player The Initiative marker is placed in the appro- will take his actions first in the upcoming Impulse and beyond, priate box for the current Impulse and Turn. until the Initiative changes again. Indicate which side has the Initiative with this • Players may force their opponent to have the Initiative. marker. When moving this marker from the • If the number of Defend Initiative markers on ships is greater than Initiative Player box to the Second Player box within an Impulse do or equal to the number of Change Initiative markers, the Initiative not flip the marker. The side with the Initiative stays face up until remains the same. Initiative is changed. • Remove all Change/Defend Initiative markers before beginning Nothing in the game happens simultaneously. During each Impulse, the next Impulse. the player with the Initiative takes his Turn first, followed by the DESIGN NOTE: The ships in this game are traveling at tremen- player without the Initiative. dous speeds and are actually very small compared to the distances Important! Each Impulse box on the chart may have one or more covered. Because of this, all of the ships on a side have interlinked numbers. When a number on the Impulse box matches the ship’s sensors, targeting computers, electronic counter measures, etc.